Changelog #41 - Returning to work


Now I can finally work on the game while I’m waiting for some legal steps to happen. We did a first playtest in a while, the last one was 1.5 months ago. A fresh look (sort of), allowed me to get lots and lots of new ideas and usability improvements, but I started to implement only some of them, because my main task now is working on a public demo. There was a demo long ago, but I want this one to be an awesome, controlled experience with procgen stripped out.

Colossal Citadels will participate in the next Steam NextFest in June - an event where people publish and play a lot of demos. I wanted to participate in the last one (in February), but creating a Steam page took a lot of time.

I also changed my text editor theme to white. Wow. So, here is the next changelog.

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Changelog #40 - Fuck P*tin


This month there were no updates because these terrifying events happened. A full scale russian invasion beginned with series of rocket strikes on my beloved Kyiv. I’m not a soldier, so I left Ukraine after 10 days and now only participating in the information war.

As I settled after a very long path through Europe, I could make some tiny updates to the game as a rest activity. Long delay also means a fresh look, I’ve got new ideas and implemented some of them. I also started to learn Swedish and asked people about their local folklore. So, maybe some deeper Scandinavian lore is coming later.

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Changelog #39 - Into Battle


This week I’ve been mostly working on fixing bugs: I got rid of a lot of them, but there are a lot more. Besides from that, I’ve done quite many small improvements and additions. Most important one, I think, is an improvement of melee battle movement algorithm. I showed how it works in this tweet. With latest improvements, creature are more likely to form lines, while not missing an opportunity to attack. Before, they could often jump through the enemy line to attack them, and that looked a bit strange. And lines are essential for wall shield abilities that I’m planning to implement soon.

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Changelog #38 - Discoveries


Time for a new changelog update! I’m returning to pre-covid efficiency (got sick in January), though, it’s hard to say if I done less when I was sick, because I was making a Steam page and finishing a trailer. By the way, that kind of work is much harder than programming!

This week I conquered a subreddit with one post, Characteristics in /r/magicbuilding. Also, I fixed quite big amount of bugs and made something essential for a 4X game: sound a visual effect for fog of war reveal! See it here. This video also shows another visual update: new animation of next turn movement visualization when you assign movement order for your creatures. This makes simultaneous turns gameplay more convenient, and adds a lot of feedback when you right click.

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Changelog #37 - Everyone Has A Story


Here is this week’s changelog. It includes important improvements for next turn prediction visualization, making it much more responsive. Since this game has simultaneous turns, this visualization greatly improves quality of life and makes player’s actions more deterministic. There were also some atmospheric changes.

I also updated the trailer and added some assets to press kit on the website.

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Changelog #36 - The first public changelog


Yesterday was an important day, I announced the trailer and published a Steam page, got some questions and discussions. I’m especially happy about my post on /r/4Xgaming gaining a lot of upvotes and making on top of their main page. I will be thankful if you retweet this.

Back to the main topic, it’s really inspiring to write changelogs, so I’ll post them periodically. Open full post to read it!

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Announcement Trailer!


Out of the mist of The Infinite Ocean, we finally reveal announcement trailer for Colossal Citadels! Here you can watch the bits of gameplay for the first time:

This is a development blog, and all published in-game materials are subject of change

Some more important news: Steam Store page is set up. You can wishlist the game now here: https://store.steampowered.com/app/1854570

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Triangular Grid


COLOSSAL CITADELS uses triangular grid instead of common hex or square grids.

This is a development blog, and all published in-game materials are subject of change

I will give you some implementations of most used computations on triangular grid. I recommend to come up with this by yourself, but if you’re in hurry, you can just copy from this article or use my header-only library.

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New Website!


Hello!

I’m launching this website and blog now. I’m loving that night camp scene video background, even though chromium eats the whole CPU while playing that.

Later I will unlock more info here, as soon as I finish working on the trailer and announce the game. It’s going to be awesome! I’ve already published some footage of visual style and music on social media, here it is:

This is a development blog, and all published in-game materials are subject of change

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